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ryujinx-final/Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureGetDataCommand.cs
riperiperi 9f1cf6458c
Vulkan: Migrate buffers between memory types to improve GPU performance (#4540)
* Initial implementation of migration between memory heaps

- Missing OOM handling
- Missing `_map` data safety when remapping
  - Copy may not have completed yet (needs some kind of fence)
  - Map may be unmapped before it is done being used. (needs scoped access)
- SSBO accesses are all "writes" - maybe pass info in another way.
- Missing keeping map type when resizing buffers (should this be done?)

* Ensure migrated data is in place before flushing.

* Fix issue where old waitable would be signalled.

- There is a real issue where existing Auto<> references need to be replaced.

* Swap bound Auto<> instances when swapping buffer backing

* Fix conversion buffers

* Don't try move buffers if the host has shared memory.

* Make GPU methods return PinnedSpan with scope

* Storage Hint

* Fix stupidity

* Fix rebase

* Tweak rules

Attempt to sidestep BOTW slowdown

* Remove line

* Migrate only when command buffers flush

* Change backing swap log to debug

* Address some feedback

* Disallow backing swap when the flush lock is held by the current thread

* Make PinnedSpan from ReadOnlySpan explicitly unsafe

* Fix some small issues

- Index buffer swap fixed
- Allocate DeviceLocal buffers using a separate block list to images.

* Remove alternative flags

* Address feedback
2023-03-19 17:56:48 -03:00

26 lines
934 B
C#

using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
{
struct TextureGetDataCommand : IGALCommand, IGALCommand<TextureGetDataCommand>
{
public CommandType CommandType => CommandType.TextureGetData;
private TableRef<ThreadedTexture> _texture;
private TableRef<ResultBox<PinnedSpan<byte>>> _result;
public void Set(TableRef<ThreadedTexture> texture, TableRef<ResultBox<PinnedSpan<byte>>> result)
{
_texture = texture;
_result = result;
}
public static void Run(ref TextureGetDataCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
PinnedSpan<byte> result = command._texture.Get(threaded).Base.GetData();
command._result.Get(threaded).Result = result;
}
}
}